I found a GPL (as in: free to use for anything) sprite lib that I'm currently using in my game, in a modified form. Maybe you can use some sprites from that? It's got some cool space invaders / asteroids style sprites which may suite your space game (or may help you get started).

In the future i want to make ships customizable, i only dont know what or how yet, so i wont use them for my ships.Planets / astroids are going to be random generated.Thanks anyways, i guess im going to use some as rockets and enemy's.Im currently working on making teh planets more realistic planets + new types.

They seem nice for a stategy game however, maybe i shoud make a stategy game then But i guess ill stay with the rpg/shooter game, because there are much stategy games lately.

RAR is the native format of WinRAR archiver. Like other archives, RAR files are data containers, they store one or several files in the compressed form. After you downloaded RAR file from Internet, you need to unpack its contents in order to use it.

Basically, if you created your landscape image into greyscale (instead of your colour blend), loaded it as a heightmap in jme, then used that, it blends your terrain textures into the appropriate terrain levels.. So instead of using a colour range, it would be more detailed. You could also use the greyscale map as a bumpmap, or use the same method to make a spec map (shiny oceans). As an addition, you could also use your same technique for planets to create a transparent cloud image and draw that sphere outside your current one for atmosphere [EDIT: see you already have, nice one!].

If you post the texture from your planet generation algorithm, I can dump it into the program for you, see what you think?

The rendered sphere was just an UVSphere, but now i am working at an IcoSphere, so i can transform the globe nicely.Im still thinking about how to render the terrain (especially when zooming in).My main concern would be the level of detail when fully zoomed out:

Im not using images to create the texture, everything goes straight towards the texture buffer.But i have made it possible to export the data to an image, so here you go, i am curious how it would look:

Specular light comes from the brightness of the light source, so it should be pointing towards the light source, right?

Busy between school, work, life, games, programming and general screwing around.If you'd like some pixel art for your game, send me a PM, i'll see what I can do.Current project: http://elementalwarblog.wordpress.com/

I have added an function to distort the planet (just added random noise, to achieve an exaggerated effect):Note: the normals are not updated with this noise, i need to figure out how to create some nice normals for this effect.

Looks kinda cool, and can be nice if i scale the effect down.I guess im at an fork now: cartoonish or realistic....

The finding was this:Considering only the four “traditional” graphics models: limestone, granite and Spectralon are Lambertian; coal, sandstone, JSC-1A, and CMU-1 are Torrance and gunite is an Oren-Nayar material. [J]ust three BRDFs –Lambertian, Oren-Nayar, and Torrance – are sufficient to span the reflective space of the domain.

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